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Jnick22
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Okay, so I decided to try and

Okay, so I decided to try and use the default PPA file.

And it works.

But, unfortunately, this means no PPA stuff in Capitol Wasteland. Is there the possibility you could make a version of the mod where you use the [PA] Config instead of the MCM menu? I don't want to impose, so if you have the free time and you want to, a possible option to use the [PA] Config item would be nice.

Hai there

Battousai124
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I just tried it myself but

I just tried it myself but its very peculiar:

I can access and change all options in PPA menus 1, 2 and 4 namely general, vision mode and weapon settings, when I enter the Armor config menu (number 3 from the top in PPA) nothing happens i can do all...ON THE LEFT SIDE! When i slide my cursor over to the right to change settings I get a runtime error from FalloutNV.exe.

I looked into Microsoft Event Viewer but couldnt find any log concerning the crash of FNV.

Since I do not want to loose any items or whatever i will not use the Non-TTW esp from nexus. maybe deadboy finds the fix soon^^

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Hello, Deadboy.

Hello, Deadboy.

I haven't asked in a while, but I really want to use this awesome mod, so really want to know what exactly did I miss.

This mod disables the zoom in we get when aiming (mouse right click) weapons, and only allows it with PA headgear.

I was wondering if it is possible to deactivate it in MCM, and what Options exactly deactivate it? Because I tried a couple of them, and nothing seemed to change.

I love everything about this mod, except for the change to aiming. But that change is a big enough issue for me that I would like to know if maybe I can disable it.

TsurudaHimeko
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Long time no see DB;) Will
Long time no see DB;) Will PPA-PNx work with Roy's PNx-TTW?

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

deadboy
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Yes. It's what I'm using.  

Yes. It's what I'm using.  

 

New version almost done.  Hope to finish testing this weekend.  We'll see what happens.  Has the functions to make the vanilla aim thing work, to disable PPA FOV stuff entirely, added DR back to PA, Lord Darius's female PA models, other stuff I'm probably forgetting...

Darkersun
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Oh I'm exited to see the new

Oh I'm exited to see the new version.

I started my own mod, but there is so much features in PPA that I'm not able to do by myself.

I will try the new PPA version at least ones ;)

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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Thank you for the conversion,

Hello and thank you for the conversion :D Just a question, is there a temporary solution to the npcs flickering problem? Will disable ttw fixes causes problems for my game?

deadboy
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Holy crap yes.  Thanks to the

Holy crap yes.  Thanks to the ideas in this mod I was able to completely redesign the way scaling worked and in the testing I've done today it's working flawlessly.

 

I don't know if it was Bwones idea originally or whatever but the way he did it is great. I did a little rejiggering for PPA and It's working butter smooth.  Hope to publish very soon.

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Hi, first off thank you very

Hi, first off thank you very much for all the hard work you've put into this mod. It takes special dedication especially given how old both FO3 and NV are by this point.

 

Now I am having issues similar to others in this thread.

1) I can't get the Power Armor start up HUD to show at all.

2) My armor doesn't seem to consume power at all, if I press "P" it gives me a menu saying that my current rate is 0% usage with 0% power remaining with only the option to exit as a command. I have no means of adding power from what the menu tells me. It does ruin part of the point of the mod. Just to be sure though PA assist and stuff should only work if I have power correct?

3) In the MCM menu if I click on the Power armor config section the game ui mouse stays put, teh normal white window's mouse appears and then if I click anywhere my game just crashes with no report of any kind popping up.

 

It sounds like your next update might fix this so I'm crossing my fingers. Thank you and have a good day!

Lancars
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Well seems PPA is causing the

Well seems PPA is causing the enclave to spawn at project purity before they are suppose to. I had barely started the game so i swam to rivet city cause i didn't want to take the tunnels yet and suddenly they are all over the bridge. I went through my small list of mods and it seems when PPA is active they pop into existance.

deadboy
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I had this happen one time

I had this happen one time but have been completely unable to reproduce it with a clean save.

Bonehead
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The medibrace underarmor

The medibrace underarmor doesnt allow me to sprint(i get the visual but no speed increase), is that intended? all other underarmors work fine.

i can sprint with just the underarmor on, i cant sprint if i have the power armor equipped with it.

deadboy
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You're leaving out some

You're leaving out some information here.  Or taking it for granted that I understand that you are using some sort of Sprinting mod.  I need to know everything before I can venture a guess.

Bonehead
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its the PN one, sorry i

its the PN one, sorry i thought it was obvious :P

also, it seems similar to when you try to sprint in god mode: if you take your weapon out while sprinting you get the sprint speed permanently until u take the weapon back out

deadboy
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Nothing is obvious or goes

Nothing is obvious or goes without saying.  I too use PNx but some people find it confusing or whatever and are using some Brand X sprint mod.  

I haven't seen anything like what you're describing but I still need more info.  

  • Since you can't sprint in PNx with broken legs I'll ask to verify that your legs are fully healed. Is that so?
  • Are you wearing Power Armor with medibrace or just the underarmor itself
  • Does it happen with any specific OTHER PA upgrades provided by PPA? (TRO or LLC or whatever)
  • Anything else I should know? 

 

Specificity is VITAL :D

Bonehead
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my limbs are fine, as i said

my limbs are fine, as i said i tried to use the other underarmors(right after i noticed i couldnt sprint) and they work fine. the medibrace also works fine by itself, i tried wearing both t51b and t45d with it and it wont let me sprint. im early in the game so using the t51b from anchorage without any upgrades, same for the t45d i took from my companions to see if i could sprint.

the only thing i can think of is the medibrace interfering with the limb condition, since its supposed to ignore crippled limbs? but i have full hp and limb condition..

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How's the update going, btw?

How's the update going, btw? It sounds great and I'm kinda forcing myself to not use power armor before the new version is out. The current version with all the unnecessary aiming and FOV changes that can't be turned off discouraged me from trying it out, and I know I enjoyed PPA in Fallout 3.

deadboy
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Well, since Imp of the

Well, since Imp of the Perverse is back on the scene I'm waiting to hear from him regarding the permission I was not able to get before.  So waiting and seeing :D

Lancars
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deadboy wrote:

deadboy wrote:

 

I had this happen one time but have been completely unable to reproduce it with a clean save.

Darn. it keeps happening to me. I go to that bridge that goes to project purity and as soon as i cross it BAM they appear. If this info helps. I have no idea why its happening. You said that a script runs to do a quick replacement of power armor. I guess its forcing them all to spawn or something for me. Its weird :C this is the best info i can give you. Hopefully something gets fixed as you fix something else.

Lancars
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deadboy wrote:

deadboy wrote:

 

Well, since Imp of the Perverse is back on the scene I'm waiting to hear from him regarding the permission I was not able to get before.  So waiting and seeing :D

Oh Man i can't wait to see what will happen! I was gonna post on there since he thought someone was reuploading his mod but by the looks of it you already cleared the air. I hope PPA gets expanded or something! I love this ability to maintain the armor this way.
deadboy
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I said there was a script to

I said there was a script to replace power armor?  Those guys are activated by MQ11LDtrig02a activator which is disabled till the last part of the quest to take back project purity. I was actually just digging down to see if there was anything that could touch that but I haven't found ANYTHING in PPA doing that or touching even indirectly that quest or...

 

I did just add a little hidden quest that will reward the player with a brand new PA type, to the version that may or may not ever get released...

Lancars
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deadboy wrote:

deadboy wrote:

 

I said there was a script to replace power armor?  Those guys are activated by MQ11LDtrig02a activator which is disabled till the last part of the quest to take back project purity. I was actually just digging down to see if there was anything that could touch that but I haven't found ANYTHING in PPA doing that or touching even indirectly that quest or...

 

I did just add a little hidden quest that will reward the player with a brand new PA type, to the version that may or may not ever get released...

Well i dunno whats doing it myself :C all i use is WMX. EVE. PN. PPA. I also use the ttw fixes and interiors. Also ammo fix and that railway rifle fix to hear the reload sound again. There thats some more info. I dunno what else. I really like PPA. I'm glad you converted it but if it can't be fixed then its fine. Sometimes things just don't wanna work so no hard feelings on the matter. I'm glad you made the conversion in the first place.
chiknnwatrmln
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Hi,

Hi,

I am using this mod with Inventory Access.esm and have an issue that I believe Inventory Access is causing.

Some NPCs (roughly 1/3) do not use their equipped weapons. They just stare angrily at me as I kill them off one by one. This happens with any faction (NCR, fiends, raiders, BOS, etc) and pretty much ruins gameplay for me. I noticed this on the Inventory Access ESM page:

"If you want to use your script to change the actor's equipped gear, there is an AI bug that will occur if the equipitem statement is executed during gamemode - the actor's AI will freeze up and they'll just stand there rather than attacking, talking, or otherwise going about their business. 


To fix this, first create a dummy armor object - right click in the GECK object browser's armor section, select "Create New", give the armor a FORMID, but otherwise leave all entries at their defaults (blank in most cases). In your object script, do the following:

1. Add 1 of your dummy armor objects to the actor's inventory
2. Equip the dummy armor object with the EquipItem command
3. Add and equip the gear you wanted to equip (the dummy armor has no biped slots selected, so it will not interfere with any equipment you want to equip)
4. Delay a frame or two (use a counter)
5. Remove the dummy armor WITHOUT first unequipping it. It helps if you attempt to remove 2 copies of it (removeItem dummyarmor 2)

Removing the equipped dummy armor will somehow kickstart the AI again after it hangs up."

Do you know if this is fixable, and how I would go about fixing it? Thanks.

 

Edit: to be more specific, I've noticed the NPC spawn in with their weapons, equip them (in a combat zone), then all of a sudden it disappears or appears floating next to them. Upon killing them the weapons still has the equipped icon next to it.

deadboy
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Yeah, I know it's a real

Yeah, I know it's a real thing, I've just never actually seen it happen in any of my games.

The next release of PPA for TTW won't require Inventory Access.ESM so that part won't be an issue.  There is also a function built in to JiP NVSE (AddItemAlt) that is designed to prevent it from happening. Since I'd never seen the bug before I hadn't thought much about using the function.  JiP's stuff is always great though so I don't mind adding that requirement.  I'll give it some thought.

As for fixing it for your play... I'd have to give that some thought too.

Ershin
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Maybe in case Imp doesn't get

Maybe in case Imp doesn't get back to you about the permission, you just release a replacement .esp (+ your additional files) that still requires the user to download files from the original mod? It'd be pretty awful if your version was never released :(

deadboy
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I got permission.  I edited

I got permission.  I edited the first post to say as much.  So once I get the bugs hidden enough where I stop finding them, I'll post it for you all to find them. Then the cycle will repeat.

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Awesome News :)   Great work

Awesome News :)   Great work BTW, 

my only question is I cant seem to get the High pressure Hydraulics  mod to fire when I equip the capital wasteland's T51b or the Winterized T51b..  I haven't been to the Mojave to try out the ones found over there.. but is it a known issue with it or am I using it wrong :p

 

thanks in advance :) 

 

Also:  it seems that with TTW PPA installed the Enclave is already spawning in front of the Jefferson Memorial, as well in L'enfant plaza.  I just made a fresh start with PPA disabled and they were gone.  i enabled PPA and the enclave just spawned on the road to the Jefferson (aka the path Liberty Prime walks)

Mak

deadboy
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I don't think those work with

I don't think those work with the T51b. I'd have to read the docs again

(Takes a minute to read docs AND check the script in the mod)

OK, looks like the T51b can't use those UNLESS it's got a power upgrade like the Ultracapacitor conversion OR the... whatever the T51 version for the super rare power mod is called.  I can't remember the name but...

 

Long story short it IS for the T51 style armors but not the "Reduced Power" versions.  Imp defined the T51b, Brotherhood T51b, and the Hardened as reduced power (meaning they produce less power).  When Cataca was whomping up the lists for stuff in the PPA PNx patch it looks like he did the same with the T57c and Vault-Tec armor. That means ANY T5Xx armor will require the power upgrade.  

I'll probably change the hardened, Vault-Tec, and the new one I'm putting in to not require them for the next version. But at present, anything that's T51 style armor will require a power upgrade before they can use this [PA] upgrade mod.

deadboy
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OK, for anyone having trouble

OK, for anyone having trouble with the enclave soldiers showing up early, I need:

  1. FULL load order (pasted into pastebin then a link)
  2. A copy of your saved game
  3. I need test results from this:
    1. In console mode type xx0603E4.GetDisabled (where xx is the mod index for your Fallout3.esm)
      1. If that comes back 0 then do
        1. xx07FC33.GetDisabled and xx082E00.GetDisabled and tell me what that says
      2. if it comes back as 1
        1. GetQuestRunning xx06023F

 

I'm not able to reproduce this and there's nothing in PPA that's touching something that touches anything that enables the stuff that makes those guys walk around. Clearly if you disable PPA and it fixes it then there's SOMETHING going on but until I have more data I can't begin to figure it out.``

chiknnwatrmln
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deadboy wrote:

deadboy wrote:

 

Yeah, I know it's a real thing, I've just never actually seen it happen in any of my games.

The next release of PPA for TTW won't require Inventory Access.ESM so that part won't be an issue.  There is also a function built in to JiP NVSE (AddItemAlt) that is designed to prevent it from happening. Since I'd never seen the bug before I hadn't thought much about using the function.  JiP's stuff is always great though so I don't mind adding that requirement.  I'll give it some thought.

As for fixing it for your play... I'd have to give that some thought too.

OK, glad you're aware of this issue. Hopefully the Inventory Access -less mod won't have this issue. I wonder why it's so prevalent in my game, but not in yours.

If it makes any difference I do have mods editing almost all of the Leveled Item lists that get referenced in NPC inventories.

mak10z
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Pastebin of the loadorder 

Pastebin of the loadorder

http://pastebin.com/cSb2ypP7

 

output of xx0603E4.GetDisabled >> 1

output of GetQuestRunning xx06023F >> 0.00

 

Edit:  I noticed my TTW ESm was below my PN esms..  thats what I get for not double checking loot :p  its been correct before today..  I rebuilt my load to try and troubleshoot :p

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ceifer
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so i have read a few things

so i have read a few things and i have the patch for pnx but i dont see the setting to let the right click zoom function from pnx work. i had this problem with the none ttw version. may i ask how to fix this?

deadboy
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mak10z wrote:

mak10z wrote:

 

Pastebin of the loadorder

http://pastebin.com/cSb2ypP7

 

output of xx0603E4.GetDisabled >> 1

output of GetQuestRunning xx06023F >> 0.00

 

Edit:  I noticed my TTW ESm was below my PN esms..  thats what I get for not double checking loot :p  its been correct before today..  I rebuilt my load to try and troubleshoot :p

I do see some pretty signifigant problems with your load order.

  1. Nothing that's not from Bethesda/Obsidian should come before TTW.ESM (this includes YUP and IWR)
  2. YUP and TTWFixes conflict. TTWFixes actually contains direct imports from YUP. Best case it's not needed and worst case it will cause problems
  3. You don't have a merge patch
  4. LOOT is problematic with TTW since it's not got a wide enough sample base to work with TTW (and it doesn't recognize that TTW has very different requirements for Load Order from FNV)
  5. 102 mods isn't a DANGEROUS amount of mods but anything over 80ish can, in my experience cause varying levels of random hinky stuff
  6. This is whole issue is part of a vanilla bug:
 

That doesn't mean it's going to be IMPOSSIBLE to track down, but the fact that the quest that enables them isn't active and the "Enable Parent" that enables them isn't enabled, added to all the other stuff... 

Try one last thing.  Start a CLEAN save, nothing but TTW, it's masters, and PPA, and run straight to the Jeff memorial (or console TMM 1 and just fast travel there).  Tell me if they still are there for you.

I don't doubt that in some way PPA is contributing, but I honestly don't think there's a direct correlation between the two.

Sorry :(

mak10z
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no problem,  like i said it

no problem,  like i said it was a hasty rebuild :p    I loaded just (fresh new save) TTW and PPA and its still occurring  (i think it has something to do with the Height altering script for PPA doing it.   I think its altering disabled / hidden entities and that is making them become non-disabled, or possibly just the PPA NPC inventory script doing something.. but I could be wrong)   I'm going to make a quick jaunt to other enclave locations to see if the just appear or if it just has to do with the Liberty Prime path

pastebin http://pastebin.com/6cSigs7U

edit: I have been to multiple different (disabled) Enclave outposts and they don't have the issue.  its odd that this would affect the "Take it back" path and nothing else

also if you load my savegame,  I recommend that you tgm quickly :p  there is a hornets nest of enclave thirsty for blood in that location.  I setav health 10000 but they will work through those HP pretty quickly

but this may be a moot point as you said the next version will use JiP instead of inventoryaccess.esm  so if need be I'll just wait to test the next version :)

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Darth_Zero
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Its nice to see this mod

Its nice to see this mod getting the love it deserves.

I only have two questions.

One would it be possible to incorporate a charger into Ede. Perhaps once a day being able to recharge ultra capacitors.

Two a laymans faq/guide for adding custom armor to the power armor script lists.So its not all treated as T-45d .

Keep up the awesome work DB!

 

 

 

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The ED-E thing is interesting

The ED-E thing is interesting. I could definitely whip up a function akin to how once per day he'll make you MF Cells or whateer after upgrading in LR.

 

Secondly, laymans faq/guide to adding custom armor... DON'T DO IT!  

 

That's of course a bit glib  But seriously, there's a LOT of stuff going on behind the scenes and giving a guide to the average layman is akin to saying to my 5 year old son, "Take this hammer and go practice not breaking stuff in the kitchen." Might not be bad but if something bad DOES happen then I've gotta take responsibility for it.

I'll say in broad enough terms that if you can't figure it out then don't try it. If you want an armor from a mod to act like it's T51-b then you could go to the console and type:

 

Again, that's all "At your own peril."

 

EDIT: I NEED TO STRESS THAT THIS IS NOT AN OPTION FOR ARMORS THAT PPA FOR TTW ALREADY KNOWS ABOUT.  THOSE ARMORS BEING ON MULTIPLE LISTS WOULD BE SETTING UP A TRAIN WRECK!!!

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That's perfect. I keep backup

That's perfect. I keep backup saves just incase things go wrong.

Stylistically Daejones powerarmor is far superior to vanilla fallout PA. A few of her armor designs fit the T51b theme.

So thanks for that!

 

Glad you like the Ede suggestion. It just makes sense to me...plus its another reason to keep the floating scrapheap around. ^_^

deadby100cuts
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is there any way to get this

is there any way to get this patch without any of the changes to mechanics? Like I just want the fo3 armor added and the recharge points in fo3 added. Thats IT.  None of the other revamps.

deadboy
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Not by me.

Not by me.

Darkersun
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Any ETA for the new version?

Any ETA for the new version?

Can't wait to see the new Power Armor scale option.

 

Thanks for doing this deadboy ;)

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

deadboy
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I've got the scaling down.

I've got the scaling down. There are other features I want to add though.

The current thing is the underarmor helmets.  Nexnarck touched up the textures for all the underarmors and whipped up textures for each suit to have a helmet to combine with the suit.  So that means I need to add functionality to put them on under power armor helmets as well as bonuses for full set.  Like currently Medibrace armor allows the wearer to ignore broken limbs while wearing it under Power Armor.  I'd like to add some limb regen if wearing PA, PA Helmet, and both pieces of the medibrace armor.  Stuff like that.

Bonehead
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any chance we can get the

any chance we can get the medibrace to work with the PN sprint aswell? i cant be the only one with this issue..

Ashley
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God i cant wait for the

God i cant wait for the update this mod overwriting the FOV is damn annoying.

Continue the good work :D

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Bonehead wrote:

Bonehead wrote:

 

any chance we can get the medibrace to work with the PN sprint aswell? i cant be the only one with this issue..

 

Here's me sprinting in the new medibrace armor texture, with helmet. Are you meaning to say it won't let you sprint when your legs are broken?  That's PN overriding.  I've never looked at those mechanics before.

Lancars
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So you're taking over for PPA

So you're taking over for PPA? Thats awesome! I can't wait to see what you do!

Darkersun
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matching under helmets, that

matching under helmets, that looks awesome. All new features are so great, cant wait :) Thanks again for making this. And take you time, no pressure, I'm just excited

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

Cataca
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The issue with medibrace and

The issue with medibrace and PNx sprinting is that you get the medx effect (ignore crippled limbs) when you wear the underarmor (under your power armor). Since vanilla PNx sprint and medx clash, medibrace and sprint clash, it is as simple as that.

You could potentially resolve this by switching medibraces ignore crippled limbs with some (very slow) limb regeneration.

That being said, sorry for falling of the face of earth for such a long time. I barley had time to do anything in the last few months. Now that my real life issues are resolved, and if deadboy is still willing, i can get started on the quest content for PPA mods and armors. Course i will have to update all my files on my ttw install first.

ps. imp gave you the ok? thats awesome!

 

deadby100cuts
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Hey how do I view how much

Hey how do I view how much power a suit of power armor has left? Or its temp?

Bonehead
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i meant with the power armor

i meant with the power armor on as well(the medibrace by itself works fine for me), and no i dont have crippled limbs (ive already told you...)

edit: whoops i didnt quote, but it doesnt seem like i can fix it now.

Bonehead
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Cataca wrote:

Cataca wrote:

 

The issue with medibrace and PNx sprinting is that you get the medx effect (ignore crippled limbs) when you wear the underarmor (under your power armor). Since vanilla PNx sprint and medx clash, medibrace and sprint clash, it is as simple as that.

You could potentially resolve this by switching medibraces ignore crippled limbs with some (very slow) limb regeneration.

That being said, sorry for falling of the face of earth for such a long time. I barley had time to do anything in the last few months. Now that my real life issues are resolved, and if deadboy is still willing, i can get started on the quest content for PPA mods and armors. Course i will have to update all my files on my ttw install first.

ps. imp gave you the ok? thats awesome!

 

lol thats exactly what i meant thank you... and nice to see you can help deadboy on this mod :)

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